Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
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Message: 7162
Author: ian.rushforth
Date: 08/01/2018
Subject: Re: Willy's behaviour on conveyors during the toilet-run
Andrew wrote:
> Running over a sticky conveyor during the toilet-run is like walking over a right-conveyor (or walking right
> over a sticky conveyor) in normal mode - you cannot stop, not even by pressing 'P'.
Willy cannot be stopped in this circumstance if the Sticky Conveyor has a 'regular' value for the Direction Byte parameter of #03.
But I've just discovered that if you have a Sticky Conveyor with a Direction Byte value of #FF, then when Willy auto-runs rightwards across it during the toilet dash (whilst no movement keys are being pressed), then as soon as he is over the Sticky Conveyor, he turns around to face left and then gets stuck (in left-facing animation-frame 0)!
However, if you keep a Right key (other than 'P') depressed whilst he is on a Class #FF Sticky Conveyor during the toilet dash, then he will continue rightwards, past the end of the Conveyor and proceed on his way to the toilet!
If coupled with a 'cyanide pill' arrow, this previously undocumented behaviour could form the basis of a tricky, quirky end-of-game puzzle! (Such a sticky conveyor should be located in a room to the right of the Master Bedroom, as opposed to within the Master Bedroom itself - otherwise after the first loss of life, Willy would be 'respawned' in a position to the right of the Sticky Conveyor, thus bypassing the challenge for his subsequent lives.)
P.S. I believe the notion of having different Classes of Sticky Conveyor in JSW may be a novelty?
